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Umbral Vampire

Medium · Fiend · CR 7 · Chaotic Evil

Source. Tome of Beasts
Armor Class
14
Hit Points and Hit Dice
84 (13d8+26)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
1
-5
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
14
+2
CHA
19
+4

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Chaotic Evil
XP 2900
Initiative Bonus +4

Movement

Fly 40 ft (12.2 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Saving Throws

Constitution +7 Charisma +7

Skills

Perception +5 Stealth +7

Languages

Common, Umbral, Void Speech

Resistances & Immunities

Damage Immunities
cold, necrotic, poison
Damage Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Incorporeal Movement

The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting

the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:

at will: mirror image, plane shift (plane of shadows only)

1/day each: bane (when in dim light or darkness only), black tentacles

Shadow Blend

When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed.

Strike from Shadow

The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target.

Sunlight Sensitivity

While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Umbral Grasp

+7 to hit, reach 5 ft (1.5 m). Hit: 4d6 cold damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.

About Umbral Vampire

Umbral Vampire is a medium fiend with a Challenge Rating of 7. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 84 hit points (derived from 13d8+26).

Umbral Vampire has communication capabilities including Common, Umbral, Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Umbral Vampire

3 tips available

When using Umbral Vampire in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Umbral Vampire

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Umbral Vampire?
Umbral Vampire has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Umbral Vampire?
Umbral Vampire is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Umbral Vampire speak?
Umbral Vampire can communicate in Common, Umbral, Void Speech.

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